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[lol]clan killer bee

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Posts posted by [lol]clan killer bee


  1. Ello  !

    I have a question about a part of script !

    I was looking to a mission htat had this script in it  !

    Quote[/b] ]mi24 DoTarget boat2; mi24 DoFire boat2

    This seemed to work nicely.

    Now I want to make a trigger that can be hooked to a mgpost (press F2 and hooked the trigger to the mgpost )

    I'm not a hero in scripting but I kindda came up with this

    Quote[/b] ]_gunner DoTarget _x; _gunner DoFire _x

    This seems not to give the result like I would like to see.

    I also tried to give it a name like this

    Quote[/b] ]mg1 DoTarget _x; mg1 DoFire _x

    this give also errors  !

    I think I need to do something with breakets, ubt have no idea is there someone wh ocan help me a hand !

    Thanks ! help.gif


  2. clan Killer Bee @ Mar. 31 2006,21:34)]Hmm the lamps I got to work but the problem is that if I do't use a ID but a addon I plaved myself the light is half in the pole and not where it should be  !

    This is a lamp from the objects so a original lamppost from ofp  !

    Any idea's ?

    whistle.gif

    Did you try what I said?!

    @unknown: Sorry, I must have misread your post banghead.gif

    Yes I have tried but no result  !

    The light does work with the script I put on in my first post !

    Problem is that the addedstreet lamp  light in not in the top of the streetlight where it suppose to be but in the middle of the pole  !

    the poles who are already in the map ( they contain a ID number ) do work fine  !

    And yes it is the insane clown from [LOL] DeanosBeano nener.gif


  3. Ello I had a question about a option I have and a problem I have with it  !

    It is about the powerswitch that is from the mapfact addon !

    This is the powerswitch

    powerswitch.jpg

    There is this .sqs hooked to it  

    Quote[/b] ]_Schalter = _this select 0

    #Runde

    @ (_Schalter animationPhase "Component02" >= 0.5) or (not alive _Schalter)

    (lamp1) switchlight "off"

    (object 46860) switchlight "off"

    (object 9482) switchlight "off"

    (object 49132) switchlight "off"

    (object 44323) switchlight "off"

    (object 44322) switchlight "off"

    (object 44321) switchlight "off"

    (object 44319) switchlight "off"

    (object 44320) switchlight "off"

    ? (not alive _Schalter):exit

    @ _Schalter animationPhase "Component02" < 0.5 or (not alive _Schalter)

    ? (not alive _Schalter):exit

    (lamp1) switchlight "on"

    (object 46860) switchlight "on"

    (object 9482) switchlight "on"

    (object 49132) switchlight "on"

    (object 44323) switchlight "on"

    (object 44322) switchlight "on"

    (object 44321) switchlight "on"

    (object 44319) switchlight "on"

    (object 44320) switchlight "on"

    Goto "Runde"

    The thing is that if I use the ID of a light and switch it on it works fine, right hight  !

    Now I put a light in from objects and this is what happends !

    lamp.jpg

    The light is in the middle of the pole  !

    There is no ID because I edit it in the mission so I named it <span style='color:red'>LAMP1</span>

    Is there anyone having a clue how to solve this ?

    Maybe there is also someone help me with this question ?

    I have the mapfact radar that moves around and around .

    mapfactradar.jpg

    Is there a way to make it stop moving if you pull the switch on the powerswitch ?

    Thank you for the help.gif .

    Hope someone can help me out here ! notworthy.gif


  4. Hi all !

    Was wondering what the difference was between this line for init field

    Quote[/b] ]this setCombatMode "RED"; this setBehaviour "COMBAT";

    And this one

    Quote[/b] ]this setCombatMode "RED"; this setBehaviour "AWARE";

    Is this the most agrasive they can become ?

    It seems that they still have trouble spotting someone?


  5. Ello guys !

    I hope there is someone who might be able to help me !

    This is it ins short, I love OFP and make missions for it !

    I'm not a scriptwiz !

    I need some help with the following.

    This is the script I normally use !

    Quote[/b] ]? benchmark<3500 : exit

    ; BAS - Generic fire/damage script - by TJ march 2003

    ;execute with name of object to burn

    ; eg, [objectname] exec "fx\fire.sqs"

    ;burn time (in seconds)

    _lifeTime = 150

    _object = _this select 0

    _soundloop = 0

    _delay = 0.23

    _lifeTicks = _lifeTime / _delay

    _lifeTick = _lifeTicks

    _ouch = 0

    _count = 0

    @ (getdammage _object )>=0.9 && (getpos driver _object select 2)<4

    ? !( local _object):goto "sound"

    _posx = [getpos _object select 0, getpos _object select 1,1.5]

    #debris

    ~0.2

    _bang = "mortarshell" createvehicle _posx

    ?! (local _object):goto "sound"

    _glow = "bas_islefire" createvehicle [0,0,0]

    _glow setpos [getpos _object select 0, getpos _object select 1,1.5]

    _glow inflame true

    #sound

    _soundloop = 0

    #Begin

    ;random explos

    ? ! (local _object):goto "client"

    _x = random 50

    ?_x <=1 && _lifeTick > 550:_bang = "mortarshell" createvehicle getpos _object

    ?_x>=49 && _lifeTick >460:_bang = "BulletFullAutoG" createvehicle getpos _object

    #client

    ;burn player

    ? player distance _object <10: player setdammage ((getdammage player) +0.02),goto "scream"

    #fire

    drop ["cl_fire", "", "Billboard", 1, 1, [random 1,random 1,0.2], [random 0.3, random 0.3, 3], 1, 0.004, 0.004, 0.1, [1,(1 + random 7),1], [[1,0.5,0.5,0], [0.2,0.2,0,0.7], [1,1,0,0.5], [1,1,0.1,0]], [0,1], 0.5, 0.05, "", "",_object ]

    drop ["cl_fire", "", "Billboard", 1, 0.7, [- random 1,- random 1,0.35], [random 0.3, random 0.3, 3], 1, 0.004, 0.004, 0, [1,3,0], [[1,0.5,0.5,0], [1,1,0.8,0.7], [1,1,0,0.4], [1,1,0,0]], [0,1], 0.5, 0.05, "", "",_object ]

    ;sparks

    drop ["cl_fire", "", "Billboard", 1, 5, [0,0,1], [ random 1, random 1, random 3], 1, 0.005, 0.0042, 0, [0.15], [[1,1,1,1],[0,0,0,0]], [0,1], 0.5, 1, "", "",_object]

    ;smoke

    ;drop ["cl_basic", "", "Billboard", 1, 15,[0,-7,1], [ 0, 0,random 0.8], 1, 1.245, 1, 0.15, [random 5,15], [[random 0.1,random 0.15, random 0.1,0.7], [random 0.1,random 0.15,random 0.1,0.7], [random 0.1, random 0.15, random 0.1,random 0.7], [random 0.1, random 0.1, random 0.1,0]], [0,1], 8.5, 1, "", "", _object]

    ~_delay

    _lifeTick = _lifeTick - 1

    _soundloop = _soundloop +1

    ? _soundloop ==4: _glow say "fire";goto "sound"

    _glow setpos [getpos _object select 0, getpos _object select 1,1.5]

    ?_lifeTick > 0 : goto "Begin"

    deletevehicle _glow

    ~1

    drop ["cl_fire", "", "Billboard", 1, 5, [0,0,0.6], [random 0.3, random 0.3, 3], 1, 0.014, 0.004, 0, [1,3,0], [[1,0.5,0.5,0], [1,0.8,0.8,1], [1,0.8,0.8,0.6], [1,1,0.1,0]], [0,1], 0.5, 0.05, "", "",_object ]

    exit

    #scream

    ? _ouch == 1:goto "fire"

    _ouch = _ouch +1

    player say "eng31"

    player groupchat "MEDIC! I'm getting burnt here!"

    goto "Begin"

    This is what I normally use .

    I have added some things too it like the benchmark and the say part in the script !

    It seems not really to work I want to on the server and that might be caused by the <span style='color:green'>#client</span> part !

    The smoke I have is not what I want it to be and is short and really thick .

    This is what I would like to see

    Ofcourse I have no .sqs of this, ran into the pic though !

    tnkapic2.jpg

    I have seen a smoke/fire script on a FDF v1.4 that is high and less thick .

    I hope to avoid some lagg, when there are some more armour are burning !

    Also on client when ou have shot the tank there will be light arround the tank (night), but not in MP

    In short I need somebodies help if he or she can to

    1: make the smoke long and thin .

    2: make it run on a server !

    3: try it to make it MP sutible !

    Thank you for sofar ! whistle.gif


  6. Well this is for a outro.sqs, just ran it and they all got out of the vehicle  ( not chopper  rofl.gif ).

    After that the mission is finished  !

    This is for a CO-OP mission so all the players will be players not AI also disabled AI in the dir so there is no option for AI  !

    This is what I have now

    Quote[/b] ]pl1 action ["eject", vehicle pl1]

    Maybe I should make it like this than ?

    Quote[/b] ]pl1 action ["eject", vehicle pl1]; pl1 unassignVehicle

    Can try it ! wow_o.gif

    Well I need to make that stop thuingy too, what I could find where these comments in the ref like the other guys said

    Quote[/b] ]doStop unitOne

    Maybe this might work

    Quote[/b] ]doStop _vehicles

    wothy of trying wink_o.gif


  7. Hmm I kinda understand what your saying , but I'm a noob with scripts . crazy_o.gif

    The setpost you would place them somewhere on the map , if I understand it right .

    Might be handy for the tank or something like that but if I would implant it in the script and someone would stand on a building or near the water they might ending up falling or drowning ? whistle.gif

    Would be funny though rofl.gif

    but not my intension .

    What kind of idea of line do I need to think and to use ?

    notworthy.gif


  8. Ello, well here I'm again help.gif

    My question this time is about peeps getting out of a vehicle in script  !

    It is for a outro.sqs , and the problem is that when the outro runs and someone is in  a vehicle you don't get to see them only the name and a empty space !

    I have tried this line but didn't work with players and I think it is a command given my the leader of a group ?

    Anyway it worked with the AI's with there leader , than tested it in MP and didn't work  !

    This is the line I used

    Quote[/b] ]unassignVehicle pl1

    Anyone has a idea, or know how to get it done please share it with me !

    Thanks !


  9. Well a friend of mine helped me and came up with this .

    Quote[/b] ]Size: 0x0

    Activation: None

    Type: None

    Condition: ("alive _x" count [pl1,pl2,pl3,pl4,pl5,pl6,......]) == 0

    On Activation: [] exec "outroloose.sqs"

    Sofar on my own server it seems to work  !

    Now see if on hte clans server it will work  ! rofl.gif  pistols.gif  whistle.gif


  10. Hi all  !

    I need some help with this little problem  !

    I make missions for a while, but this got me stucked in a problem that is doing my head in ! banghead.gif

    I'm making a mission on bas tonal and ussing he bas west and resistance goverment soldiers !

    Normally I make a tigger that says

    Quote[/b] ]west not present /this exec "outroloose.sqs"
    so when there are no west ( players ) the outro got launched.

    Ofcourse this all works till you shoot someone of the enemy and get in his vehicle ( like the uaz jeep or the AA 2 sit gun ).

    Only when your the only one in the game than get in the vehicle the outro got triggerd , this doesn't happen if

    1: There is someone else in the field ( also a west player )

    2: If you get in a empty vehicle from the goverment !

    P.s I haven't tried it yet with 2 west in each in a different taken vehicle, almost sure it will have the same effect though .

    Now I can lock the vehicles that might solve the case, but rather be able to use it when taken over !

    I also have changed the trigger

    Quote[/b] ]west not present
    to
    Quote[/b] ]none/ in the init field this " ! alive pl1 && ! alive pl2 && ! alive pl3 && ! alive pl4 && ! alive pl5 && ! alive pl6 && ! alive pl7 && ! alive pl8 && ! alive pl9 && ! alive pl10 && ! alive pl11 && ! alive pl12 && ! alive pl13 && ! alive pl14 && ! alive pl15 && ! alive pl16 && ! alive pl17 && ! alive pl18 && ! alive pl19 && ! alive pl20 && ! alive pl21 && ! alive pl22 && ! alive pl23 && ! alive pl24 && ! alive pl25

    but it didn't help is there someone who can help me or I'm a bound to use the vehicle lock ?  help.gif

    Thanks for the help  !


  11. Hi guys I need some help !

    This is my problem !

    Quote[/b] ]? param2 == 1:goto "end";

    _player = _this select 0

    ? !(_player == player):exit

    hint Format ["WARNING!\n'%1' Is sniffing enemy poop particles!",(name _player)]

    ; player chokes

    playsound "fart";

    ~1.5

    ;place your fart sound here

    _player say "BAS_60Choke";

    ~2

    _player setDammage getDammage _player + 0.25

    #end

    exit

    What happends it that the hint as the sound sre heard by the player who triggers the trigger .

    Is there a way that the hint got seem by everyone in the game and the sound by the player who tiggers .

    Also how can I make it that everone also can hear the sound ?

    I'm not the brightest star in the universe if it is about scripting !

    Thank you for the help !

    KillerBee !

    P.s The player who triggers the trigger his name has be displayed in the hint !


  12. Well I have solved it !

    Maybe there is someone who likes me! wink_o.gif

    Took me over 16 hour but .

    Here is goes for th eones who want to know !

    1: Put the parameter in the .init !

    Quote[/b] ]skiptime param1

    2: Put in the intro.sqs the line (in my case)

    Quote[/b] ]SkipTime (12 - DayTime)

    this reverse to the time of day in the intro that you want .

    P.s This intro has no on/off parameter but think you can use it !

    Because you have added a line in the init (think though that your day will be night and night will be day )

    3: Add this line on the end of the intro.sqs

    Quote[/b] ]SkipTime (param1 - DayTime)

    (This is the reason why the intro on/off will not work because you have to ajust the parameternumbers to the time you have set in the begin of the intro.)

    4: Ajust the time of the parameter !

    Thanks for the help guys and brainstorming !

    Special thanks to Deanos Benos/old man of hoy and Supher for the solution ! tounge_o.gif


  13. Hi guys !

    I need some help for my mission !

    I have in my mission 2 parameters !

    1 of them is this one !

    Quote[/b] ]titleParam1 = "Time of Day:";

    valuesParam1[] =

    {0,12,18.3};

    defValueParam1 = 0;

    textsParam1[] =

    {

    "Day","Night","Morning"};

    In the init I have this !

    Quote[/b] ]skiptime param1

    This all works no problem !

    because I have 1 intro and 2 outro's (win & loose)I need to set times so you can see it at a special time !

    for the outro's no problem because after it the mission finishes so I use the

    Quote[/b] ]SkipTime (20 - DayTime)

    The intro is doing my head in because I need to play it durring the daytime !

    that is fine if your playing durring the day, but durring night you can't see jack .

    The problem is that if I use

    Quote[/b] ]SkipTime (12 - DayTime)

    and the intro is done the time of the mission is than also 12!

    How can I make it that the time is setback to the time of the mission ?

    Thanks !


  14. A friend of min ecould find the workouts of the options !

    this is the way to do it !

    Quote[/b] ]To open the toilet door put this in the init field or a trigger.

    Toiletname animate ["dvere1", 1];

    And this will close it:

    Toiletname animate ["dvere1", 0];

    This works on all openable doors (BIS) in Ofp, if a building has more than one door you just change the "dvere1" part to "dvere2" and so on.

    Thanks for the help and thanks for Supher

    Hope this also can help others ! tounge_o.gif


  15. Well want to know if there is a way to get the door open of a object, like toilet, shet door (mapfact addon) or from a garage.

    This is without me opening them myself !

    This are the objects that will give a open door message in the menu !

    Thanks !


  16. Hi guys !

    I was wondering if there is a way to have in the intro of a mission nightvision ?

    I used the bino and the television before, but have no clue if it is posible with the nv !

    If so than I asume you can use it in the spectators mode for night missions .

    Thanks for the help !

    P.s this is first post hope I did it right LOL !

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